Hyperiums: Conquer And Manage Another Planet

Hyperiums is an international
massively multiplayer strategy browser-based game running since January 2001. It
is based on a universal and timeless science-fiction theme: the conquest of
planets. But Hyperiums is not just a wargame. It is also about trading, spying,
alliances... Successful players are skilled in diplomacy as much as in pure
strategy.

When you start the game, you
are given one planet to administer. Five days later, you get another one
offered. It is now your job to manage your empire, set up trading relations with
the other planets, develop your own planets, research technologies, build
factories and fleets, raise armies, spy and/or communicate with your neighbours,
find or create one or several alliances, define target planets, load armies into
your ships and launch your fleets, drop your armies on the target planets and
fight for their control...

Your possibilities are endless:

You can
stay within the protection of Hyperiums, or entrust an existing alliance.You
can become the vassal of another player in compensation of a financial
grant.You can be a peaceful trader or participate in any fight.You can
be loyal with your alliance or betray it by giving away confidential information
to another alliance.You can fight for your influence rank or for your
inflicted damage rank.You can develop your planets as fast as you can, or
preserve their resources for a longer living....

In Hyperiums, there are
two ways to conquer a planet: a soft one, and a brutal one. The
soft way is by progressively infiltrating the target planet, until it falls
under your control. The brutal way is by sending war ships and dropping your
armies to the ground. Achieving conquests is expensive: in order to finance
these activities, you will need to establish commercial relations with other
planets and make profits from them. Don't be scared, it's easy, you will
see!

Just a few words concerning the spirit of the game. You will not be
given the exact formulas used to compute the battles, the infiltrations, or
anything else. You will get information about, for example, the relative
characteristics of the ships and races, but (quite) no number and no math
formula. We expect our players to get this knowledge by experience. Just be
aware that chance is everywhere, that all computations include random numbers.
Didn't Heisenberg teach us that everything is a matter of probability?